Comments

Comment by nekoki

You reach the entrance to the Blood Furnace by goin up the wall of HFC instead of the bridge.

Comment by Arador

A relatively easy and straightforward instance.

Two things to look out for are wandering rogues who will attack from stealth and stun, and technicians who will throw grenades and lay mines that pack a nasty punch. As with every 5-man, proper use of crowd control makes things much easier.

Comment by dieselgirl

Normal Mode Blood FurnaceDisclaimer: I've not assumed level 70 players were clearing this instance but the old school way as this guide was written when BC came out

The instance isn't hard done the right way and with a decent setup. It could benefit from a classical tank and healer combo, a mage for some crowd control which can be quite important, perhaps a warlock for a few banishes and another support healing class and an offtank in case things get complicated. The first pulls are relatively easy, I believe there were harder pulls in Scholomance in terms of mechanics and class usefulness but maybe it's just me. Chances that someone will pull extra mobs and wipe the party are medium, depending on how you decide to do the pull.

The first set of stairs is deceiving, there are Laughing Skull rogues lurking in the shadows so let the tank first and warn everyone else about them. They cheap shot and can bring any clothie down easily so ranged AoE spells are not very smart either if you don't have fast reflexes.

The summoner mobs are quite tricky. They summon succubus-type pets which do the obvious: seduce you. The seduce can be broken by abilities such as Will of the Forsaken but to prevent this, you can decide to sheep the summoners from the start or banish their summons and do whatever you can to interrupt them. They're 3-mob pulls so a safe bet would be taking out these summoners first.

There are 3 main bosses, in this order:

The Maker (62 Elite)

Broggok (63 Elite)

Keli'dan the Breaker (63 Elite)

A tip for the Maker's room: pull out the left group, followed by middle one when the patrol is in the NE area so it won't aggro then take out the patrol circling around the room and whatever's left. Have no fear of his aggro range, it's not that big.

The Maker is an easy fight, 'tank and spank', only thing he does is a mind control and a sort of knock-back (more like knock into the air). If your healer gets MC-ed, it's not all lost, pot or try and nuke him down as fast as possible.

The mobs in between, especially the technicians, throw dynamites and lay explosive traps which trigger if you're close to them, dealing about 1600-1800 damage to you and people around you. They scale with level so as much HP as you would have, they will hurt. Timing your pulls and noticing the mines around you is crucial as you might have unpleasant 4-man pulls instead of 2!

Broggok fight starts by pulling the lever. Mobs will start coming out from each room, first two are 3 non elite orcs while the other two, from where you came from include 2 elite fel orcs. Slow them, fear them, sheep them, bring them down one by one. There isn't any chance to drink up right after they die so do anything to regain mana. Broggok himself does some nature damage but most importantly he will spawn a poison cloud. He needs to be moved so no one stands in this. In other words, MOVE AWAY OR YOU DIE (a slow and painful death)

The mobs after are easy 2 or 3 pulls, felguards can and should be banished in the ideal party. Rogues still lurk around, usually 2 in the 3rd and 2nd (I think) rooms before the last boss.

Keli'dan the Breaker has summoners channelling around him -they're 61-62 elites and you have to assist your tank for kill efficiency. Control and keep them away as much as you can. Keli'dan does a very nasty Blast Wave. He will kneel and say "Closer... come closer... and burn!" which is your cue to run away. Don't wander around and ask yourself if you're far enough, just run. It hurts. If your DPS is right he only does it once or twice.

The tunnel right after is safe, it's your way out of the instance.

Comment by Silverghost

Location: Middle of Hellfire PeninsulaLore: Lore wise, the Furnace is bad ass. Not necessarily from the bosses you fight but the general concept. If Hellfire Citadel is a big tower, the Ramparts are obviously...Ramparts..and the Furnace would be near the bottom of the tower but overlooking the Ramparts. Basically, Illidan captured Magtheridon and the Furnace is a place where he is experimenting using Magtheridons blood to corrupt the orcs. Pretty cool instance, very Frankensteinish feel to it.Difficulty: EasyLength: Hour-Hour and a half with a good groupWhat Class Makes This Dungeon Easy: Warlocks have a good time in here, because there are alot of demons that they can enslave. No class shines however.

Ok, this is the next dungeon in the Hellfire Citadel group and is aimed at lvl 61-63 players. But it can be done right out the bat at lvl 60. In my mind, Ramparts is a good starting point for people in MC or less gear that are looking to get their feet wet in TBC (damn casuals). But for those with BWL experience and above should be more than adequately equipped to take on the Furnace.

Lore wise, the Furnace is bad ass. Not necessarily from the bosses you fight but the general concept. If Hellfire Citadel is a big tower, the Ramparts are obviously...Ramparts..and the Furnace would be near the bottom of the tower but overlooking the Ramparts. Basically, Illidan captured Magtheridon and the Furnace is a place where he is experimenting using Magtheridons blood to corrupt the orcs. Pretty cool instance, very Frankensteinish feel to it.

Anyways, the first boss is The Maker. He has a knockback, aoe nature spit, and mc's one person randomly. He has about 5 hp, so before you can type "sheep (insert player name here), hes dead. Stupid easy fight.

The Maker

After this you clear some super annoying trash, think gnomergan and those damn technicians who drop bombs. And if you're not careful you can wipe the group (lol i've never done this ...i swear). Anyways, the next boss encounter is one of the more challenging encounters in the low level TBC and is the hardest boss encounter in the dungeon. The event is a 5 stage process, which relies heavily on CC (at least if you're 60-61). Basically, you have to defeat four waves of mobs followed by the final boss fight.

The first wave of mobs consists of 3 non-elites and one elite. Easy. The next wave is 2 non-elites and 2 elites. Again, fairly easy. The third wave is 1 non-elite and 3 elites. Doable, this is where it starts to get fun.

The fourth wave is four elites, the easiest way to do this, is to just aoe fear the adds right from the start (if you have a war in the group). Nuke the first one down, and then you should be able to handle the three easily. What I've found to be extremely helpful is to set up an assists for the event. Finally, the boss comes out, Broggok, and looks like a mob from the Doom Series. He has almost no hp, and he drops poison clouds (ZG snake boss), so the tank has to keep him moving as soon as he sees the cloud.

Broggok

Finally, you have some more stupid trash to clear and then you get to the last boss, who is also a joke. Keli'dan the Breaker is actually pretty cool lore wise, as he is the jailer of Magtheridon. He is surrounded by 5 warlocks who don't hit for shit, and once you kill all the 5 warlocks, the actual encounter starts. He does a cone shadow bolt volley thing, so tanks keep him faced away from the raid. He also does an emote that says something like "Come Closer" When he does this he becomes completely immune to all physical attacks, and after about 4 seconds deals 5k damage to everyone in a 30 yd range...so gtfo. The tank "can" stay in if he has enough hp.

Comment by Stickreid

This was a very fun instance. very easy. did it with 2 druids, a rogue and 2 hunters.

Comment by treget

It should be noted that a rogue can disarm the explosive bombs in this instance with disarm trap. If possible, disarm them from stealth to avoid setting the bomb off.

Comment by ceemeeir

If you thinking about to level up in instance, this will be good from lvl 61. Doable with ramparts gear. Great up to lvl 64. (60K-110K exp/hour)

Comment by Lotara

Do you get any rep for doing this at 70? Would make it a lot eaier to get revered for tempest keep pre q...

Comment by epidemic

Lotara, You need to go to Shattered Halls.

Comment by Ilmater

Heroic Bosses:

I never see ANYTHING about the differences between the bosses in normal and heroic mode, and the reason is that they really aren't all that different. I think they probably have more HP, but not a lot more.

The biggest thing to note is on Keli'dan the Breaker. When he says "Come here" on heroic, he actually pulls you in to him and you have to run out of his range before he does his AOE... it's a nothing difference, really, but if you're not aware of it and you're in a PUG (not that a PUG would get this far in a heroic instance, but...) it will take you by surprise at first.

The other really big thing to note are the Felguard-like guys in the last room before the final boss. Our MT and MH both have AMAZING gear. Even still, as a shaman, I put on my healing gear for these fights (normally enhancement, but I have a full set of blue lvl 70 gear for healing). Even though the Priest and I time our heals so they both hit a split second after the first Felguard hits him (we banish the other and seduce the warlock in the 3-pulls), he still went down more than once in that room. They hit like a mac truck on a 3-year-old. If your MT goes down, be ready to do some kiting and hopefully, if you have a Lock, he will be able to DOT them down.

I can tell you that this was an incredible challenge for a well-coordinated, well-geared (not Kara gear yet) group. Luckily, in 2.1 they're going to nerf some of these encounters. If you head in here before then, GL!

Comment by gnolfo

Heroic notes:

* The event before the 2nd boss is by far the hardest part of the dungeon. Each wave AND the boss are all on timers, so you can't perma-sheep the last guy to buy time (though if you are timing the waves you can try to buy a few seconds and drop the sheep just before the next wave, but it's risky). It's one hell of an endurance fight; healers should pop a potion as soon as they have enough mana deficiency for it, with the expectation of using another in 3 minutes. Shadow fiend, innervate, consumables to buff your mana per 5, a shadow priest, etc are very handy tools as well. Expect your healer to be OOM or scraping the barrel before the end of the 2nd wave. In our case we had a paladin tank, and in the 3rd and 4th waves he'd heal himself through aggro and judge wisdom for the priest to wand some mana back. There's plenty of different tactics that depend on your group layout, but the crux is this is a very busy endurance fight, on a timer no less. The boss himself is a pushover provided your healer has a bit of mana, you avoid the poison rings, etc. It's making it to him that is the real challenge.

* The felguard annihilators (the last few pulls at the end) are probably the 2nd hardest part of the run. The problem (as stated) is they simply hit like trucks. They swing about every 2 seconds and even a tank with very good mitigation can expect to see in excess of 5000 per hit. For any healer, that's a tall order. We found a lot of use out of stunning him after he hits (and damages) the tank, giving the healer a few extra seconds to patch it up. If you have a backup healer in the group, you'll probably want them on healing duty as it won't take much DPS to drop the demon. Kiting works well too, but one slip up will mean a dead party member, possibly a wipe. Mismanaged aggro usually spells disaster in heroics, but much more so with these guys.

* The last boss can be fairly simple: hug him. If you're more than 10 yards away, he'll pull you in when doing the "come closer" thing. IF YOU ARE CLOSE TO HIM, YOU WON'T GET PULLED IN AND CAN START RUNNING IMMEDIATELY. The farther you are, the more time you spend in the air getting pulled in (making running away very difficult). For hunters, this leaves you up a creek for prospects of an easy fight. Try and stay on the edge of your dead zone to minimize pull time and just know to be on your toes when he pulls you in. The rest of the fight is pretty managable and the boss drops rather quickly once you get a rhythm going. Try and face his back to avoid shadow bolts, the 5 guys at the start of the fight aren't too tough (you CAN perma-sheep the last one), and have someone on debuff watch to cleanse/dispel the shadow debuff (He'll also put corruption on people at random, which hits hard and should be dispelled); I think the corruption is new, but otherwise it's same stuff as the usual normal-mode fight, really. I play a priest so I've never had to see this fight without a dispeller, but I imagine if your group doesn't have one then the debuff+corruption will become a real problem.

Comment by Bonus

If you are looking for easy badges, DO NOT COME HERE. If you are looking for something fun to do (and some decent epics at the end) this is the heroic for you. Our group was composed of two warriors (one prot one ms ) two priests (one shadow one holy) and an elemental shammy. Pretty much everything in here (but the bosses) hit for too much to be tanked. My gear was 3 part tier-4 with no blues on my body and they were still swiping for 4-5 K per hit. The key to this instances is effective kiting and fearing of ads. We suspected having a warlock for this would have made it so much easier.

I'd like to think of this as the most retarded way to do this instance, but it worked. We had our shadow priest mind control one NPC naked while staying away from us, he would die and we would have one NPC less to deal with. When we could not mind control we had four fears, just endless fearing and killing. Every mob was hamstrung, earthbinded, concussed, whatever. Everyone except me (prot warrior) was getting one shot from these things (I was getting three shot).

When it came to the parts with the demons we had our elemental shammy take aggro and run away while we kept them hamstrung and the shadow priest took DPS. One of the warriors stayed naked to take a hit if the elemental shammy lost aggro to the shadow priest. With this tactic even our holy priest was blowing mind blasts and smites at the demons. We died about 4-5 times getting these bad boys down. Do not even try to tank these guys. Even if you could take the hits they drop aggro every 20 seconds ANYWAY and you are more likely to wipe. Everything in this instance is fearable.

Boss fights were relatively easy. The Maker hit like a pansy compared to his overpowered mob friends. He mind controlled the tank throughout the fight and the MS warrior was easily able to tank for 10 seconds without any death.

The second boss was a little more challenging because of the gauntlet. We had our shadow priest mind control one of them, fear 1-2 and tank the other. As the gauntlet bored on we kited more and more with the mind control tanking more and more. The last cage is a little tough because only one of the orcs can be mind controlled. The second boss hit for nothing, all you had to do was kite him around to avoid the poison. He did a little bit of nature damage but not enough to worry about, easily healed through.

The third boss was even easier. They have upgraded the guys around him to 71 elites, they go down very fast. We had our shadow priest mind control one but it was hardly necessary. One of the changes to this boss in the last patch is that his AOE fire attack does less damage, however it now draws people in so they have to run out.

I'm sure you could easily bring two healers into this instance and have both spamming heals on the tank... but this way is a hell of a lot more fun. We are putting this instance on farm with this group using the mind-control/fear strategy and more than likely the prot warrior will be wearing DPS gear until the boss.

Even with Ambrus' (server Tortheldrin) lame MS DPS we were able to squash through the mobs just fearing and kiting. Try not to skip any mobs though or you'll get in trouble fast.

Four fears = easy instanceTwo mind controls = done

Comment by Strike

Well. I'll give my impressions about this instance in Heroic Mode. With any setup you can easily go through all the way to the first boss. The pulls are really small (2 or 3 mobs) and can be easily sheeped, feared, seduced, stunned, or any kind of crowd control.

(Side note: All the mobs here hit really hard (4-5k on plate), but as a rogue you can easily diminish this damage taken stunning whenever the tank goes low - or even stunning all the time if your tank can build up enough rage to keep the aggro.)

The first boss is a joke. Just keep the tank with full health and nuke the Maker 'till death. HoT melees when they get knocked out and you're all fine. Cake.

After him, you follow the same strategy as before. Pulls of 2 or 3 mobs. Beware of the 2 groups of patrol in this hall. The next room is the 2nd boss. In this room you need to be very careful with patrols and the packs are a little more complicated. One have stealth detection and you will fight a friggin group of 4 mobs in the center of the room. Get them first as the patrol pass off and bring them to the hall.

Now we have some serious business. After cleaning this room, get ready to fight the next boss. This encounter is really a pain. I'm in the fifth try to make it and tried a lot of party setups.

When you start the event, four waves will come. In the first and second you will fight 3 mobs. In third and fourth you'll be fighting 4 mobs. The hardest part is that these waves don't give you time to mark the targets, or even drink/eat. They will come sequentially and you won't leave combat. All of them are Elites and hit as hell. Cloth users are almost quite instant-death. On last wave keep the last mob sheeped till your party get full. Kill him and fight the boss. Not hard too. If you can get through the waves you can pretty sure kill him without difficult.

(Side note: When you start the event in this room, there's a timer. If you late too much to kill one of the waves the other gate will open and you will be in real trouble.)

My next try on this room will be with: Paladin tank, Mage, Lock, Rogue (me) and a Healer. A shadow priest may be used in the place of a mage or lock, and we try to mind control. Really don't know if hunter traps work here but worth a try too. Also I might add that no slow effects works for this mobs on 2nd boss event (no earthbind totem, crippling poison, and so.)

Comment by mmx29

Well... about hte dual demons in heroic...Of course a warlock is your main friend here because he may banish one and then with a proper tank.healer you can down them one at a time and have no problems at all. But if you don't have a warlock (as my heroic group does) then your best option is your friendly neighborhood frost mage.. By the time we were done with the first demon she had her one down to 15% just by kiting.... :)

On a side note... bring a druid to tank - i was able to tank both demons... but was raidbuffed :) Think they took them out of Maghtheridons Lair by mistake :)

Comment by Lieandra

Voen; I am unsure of what you mean by your above comment. In non-heroic, while unstealthed and in the middle of a fight; I have disarmed them without explosion.

I will note that some have exploded. But I HAVE been able to disarm the mines right next to me when the mob places the mine next to me.

I believe that so long as you are not interrupted or fail disarming when the mine is so close to you, that you will be able to disarm.

In my group. The tank held agro, and I was just hammering from the backside. As soon as the mob placed the mine, I clicked to disarm. Saved a lot of damage on group.

Oh, and a well timed kick can stop the dynamite throw.

Comment by Halphor

This is a simple level 60-63 instance. It would surely be a mistake to not have a healer here, or a tank. You must be on the South side of Honor Road to find the entrance. Go west from Honor Hold for the most part. What you are looking for is the end of the wall. Just for anyone confused, the wall should have Fel Orc mobs by them. At the end of the wall is a seige tower. There are three mobs around it. Two at the bottom, One on/at the top of it. You can either dispatch obliterate them, or run past on your mount. While on the top of the wall, run north. Dont jump off, unless its by the meeting stone to help summon someone. Otherwise, it will hurt, or you will become stuck on a ledge that leads nowhere. The instance is noth on the wall, and around a turn. Its hard to miss it.

There are some things that you wanna watch out for here.

1. The Rogues - They wander around, so be wary. They first appear on the stairs near the beginning as i have observed.

2. The Warlocs - They, like normal Warlocs, can lay down fast shadow damage, and summon a minion Demon. Shadow resist increasing abilities and eqiupment are useful here. In a large mob you can have a Mage Polymorph it or Counterspell (to stop a summoning of an aide/make them unable to cast Shadow spells for about 8 seconds) them or have someone Silence them. They can be taken down fairly easily because they are casters.

3. The Technicians - I, honest to God, hate these guys. They can throw dynomite, which does AoE damage, and can lay down a Proximity Mine. I reccomend that you Polymorph them or take them down fast. They can be a pain in a duet. Remember to be careful of the mines. Have a rouge Disarm them, or DO NOT touch them. They will explode doing a hefty amount of damage to all in 5-yard (i belive 5 is correct) radius.

4. The Maker - The first, fairly easy boss. He is pretty easy. There isn't much to him, but be cautious, for he will Mind Control a random member of your party. He has some good Paladin drops.

5. Broggok - Im not sure about anone else, but to me he resembles a Beholder or an the floating Octopus enemies from Duke Nukem... Anywho, During the fight you have to fight mobs that come out of rooms (not all at once). Watch out for his deadly poisonous gas cloud attack. He has some decent drops including a gun, trinket or some cloth armor.

6. Keli'dan the Breaker - The final boss of the instance. He has other Fel Orcs channeling around him, so be careful. Their shodow bolts can do a hefty amount of damage, and they cast a nasty debuff, which you shoulkd get rid of ASAP. When he starts to yell, the best thing is to get out of there. It'll hurt like hell.He can drop some nice rouge or mage equipment, as well as an ax.

At the end just run down the tunnel and out of the instance.Have fun!

Comment by Halphor

^^I did this reguarding to normal mode, not heroic.

Comment by soulbora

Did i miss somthing, or do the Orc Captives now aggro? in the room with The Maker..

Also the room B4 Broggok, the orcs in the cages that Arn't suppose to exit till the boss fight.. now exit B4 the boss fight..Gets really annoying.. lol

Comment by dimofamo

Make 2nd Boss easier.

Don't use the lever. Just let your tank aggro th orcs in the first cage on the left, go back kill them, pull boss and kill him!

U don't have to kill all the waves to aggro the boss!

Comment by rzzr

Looking through the normal loot table there is not much for hunters! All I can see of any use is the Legion Blunderbuss and the Warsong Howling Axe. If you have spent time in the BG's you will probably have the High Warlord's Street Sweeper (or the alliance equivilent) which is better, so that leaves the axe. If there is a warrior in the group he will probably roll on the axe even though in my opinion it will last a hunter longer. Can't see myself doing this instance more than once and if I didn't have any quests probably wouldn't bother at all!

Comment by rzzr

Be careful on the final boss. If you pull him too far away from the chamber he is in it will reset him. We pulled him into the room before his one and he charged at the healer who was standing well back. Next thing he was running back to his chamber, total health restored and all his adds re-appeared! Best fight him in his chamber to avoid this.

Comment by Torq

Minimum level required for entry is 55, I believe.

I haven't verified it yet, but I *believe* the minimum level for entry to all non-70 outlands instances is 55, while all outlands 70 instances are 65.

I also speculate that the level requirement does NOT change for heroic difficulty.

Comment by catzmeow

In order to enter heroic difficulty you MUST be level 70, and have the heroic key.

Comment by btmorex

I just did heroic BF for the first time. Here are some notes:

* The trash hits very hard. Even though the pulls are small, you're going to want to have at least one member who can CC humanoids. Otherwise it's going to be a painful run.* All 3 bosses are pretty much the same as normal and are very easy. I'd say the second boss' event is a little bit harder, but not that much. Be prepared with mana pots and you'll do fine. Also, the elites from the event don't hit nearly as hard as the normal melee trash. You can comfortably tank 3 of them.* The last few pulls with the felguards are in my opinion the hardest part of the instance. You really either need some way to CC one of them or 2 healers spamming heals on the tank. They hit like trucks and have some uppercut type ability that also does a ton of damage. In my group we had a moonkin keep one cycloned. Even with that, my health was regularly dropping below 20% (I was tanking).

Comment by MrDuck

Nice post,just to add,The Maker's knockback seems to reduce tank's aggro,after each knockback i had to taunt him back with my pally.

Comment by WoWFan123

I would call Broggok the easiest boss. Just avoid his nature damage and get a hunter to put nature resist on and you're good to go! I downed him last night with my group in 45 seconds (no joke). I don't know how much of an accomplishment this is. Last note: If you kill all the Fel Orcs first, It is ok if ur group whipes; just get all the orcs down! You can rez and go back to kill Broggok without being weakened.

Comment by Nazaref

Just a heads up. Trash mobs are now giving 5 Thrallmar rep.

Comment by Whole

This dungeon is extremely easy as long as your group knows what they are doing. Do not attempt anything after the first boss with a silly group. If you have a smart group this dungeon is a breeze. Otherwise it is very difficult.

Comment by Omentuva

Easier than Ramparts if you've got a good group. Ranged DPS shines just a wee bit more, IMO, but if you've got a group with a healer, a tank and 3 melee DPS, you're fine as well. Just needs some adapting.

The proximity mines by the Technicians make it a good idea to drag the mobs around a bit during the fight. As they hit for ~1700 on normal, you don't want to get caught in an explosion as the tank. Just get someone to pop the ones you need to get rid of after the fight, if you haven't got a rogue. Definitely the second-most annoying trash mobs in the instance, with the Nascent Fel Orcs being first. A 6-second stun is not cool.

The rogues only patrol at certain key points in the instance, which makes them predictable and easy to ferret out. There's one on the big stair, another one on the landing just beyond that stair. Then there's one in the room before The Maker. Not the room with the technicians, but just before that. It's got a patrolling Warlock and a few tri-mob groups. There's one on the Broggok end of the hallway between The Maker and Broggok. A few frequent the halls with the Warlock/Felguard patrols and I think that's it.

As for the bosses, The Maker is easy. It's a Demon, so Paladin tanks get it easy with an added 1k starting threat. (Or somesuch, depends if you Judge Crusader or not.). Same goes for Broggok. The add-waves are more annoying and if you've got a priest and can survive a round of hits (or a warlock), fearing the third and especially fourth wave is hardly a bad idea at all. There's plenty of room, so use it. Compared to those, Broggok is ez-mode.

Keli'dan is of the same. His adds are more annoying than the big boss himself. Cleanse the Mark of Shadow (I.E. Bring a Paladin, Priest or a Restoration Potion.) and you'll be fine. The mobs in the hallway to him are annoying too, liberal use of stuns, taunts and slowing effects are encouraged IMO. If you can handle those, Keli'dan is a piece of cake. Just get away from his Blast Wave, and you'll be fine.

Of course, this is normal, not Heroic.

Comment by Nightshade90

After Ramparts, I did a 5-DK BF run and, again, it was very fun. Two of us died once in that part with those mobs that set mines. Afterwards I explained how to handle mines (FFS, just move away from em) and we completed it with no deaths whatsoever.

Of course that both Ramparts and BF were normal mode cause my DK isnt high enough in level to try heroic. I dont think it would be possible anyway, maybe with some cool gear.

Comment by Mashadarr

Part one - from entrance to The Maker, 1st bossYou can stealth past anything up to the room where The Maker resides. Clear it, pull with entangling roots when the packs hurt you too much without it.

General tip: take note of the mines that the Shadowmoon Technicians drop, they still caused around 3k damage when I stepped on them.The Maker himself is a straightforward kill, he doesn't do anything noteworthy.

Part two - from The Maker to Broggok, 2nd bossStealth on towards the room with the gate where Broggok is floating around, and clear the entire room. Again, entangling roots can be a big help.

Pull the lever when you are ready, and get ready for fighting 4 waves of orcs! If you get in trouble during these orc waves, keep the last orc of a wave alive, incapacitate him and heal up before you continue.( I use Bash-> Entangling Roots, healing touch) According to the Heroic Mode text the waves are on a timer, but I noticed no such thing myself. I killed them in bearform, and took more than a minute to kill an entire wave but I never experienced a second wave coming before the first died. Even if I took the time to root->heal.

I fought Broggok with almost constantly being on the move so that I wouldn't get hit by his Poison Cloud. (He will cast it directly beneath himself) Other than that it's a straightforward kill as well!

Part 3 from Broggok to Keli'dan the BreakerFrom Broggok to Keli'dan the Breaker you can stealth past everything again, no need to clear anything before the room in which Keli'dan the Breaker is standing.

At Keli'dan the Breaker, maul/swipe spam the adds to death, and dps down Keli'dan. Don't forget to move out of range for his Burning nova (blast wave) attack. And if you need it, make us of the time he uses to charge his Burning Nova to heal up after moving out of range. The dot he casts does trivial damage.

I don't know if it's the most efficient way, but I chose to kill most mobs in bearform, in tanking gear.

Have fun farming!

Mashadarr, Druid, Tarren-Mill

Comment by Raindance

Whats absolute minimum entry lvl. Its definatly not 54 :P

Comment by Biggboi

solod up to and including the second boss broggok on my 62 hunter, got about 1600-2500 xp per kill as well

Comment by hermandead

ok some time ago i did this one at lvl 61 frost mage with a decent group very easy i should say i only died once(i was a little to close to the grenades that the orcs use) so today i tried to do the heroic mode with this group

*mage (me)*warrior(tank)*warlock*hunter*shaman(healer)

with a group like this what can happen....let me tell you total destruction

ok the tank was spec as protection but he was using the fury spec almost all the time(dual talent) so he was NOT a very good tank other thing was that he was using a dps gear not a protection gear so he was a fast dying tank.....

the shaman was restoration but liek before he uses dual talent so he was not used to heal.

first group consisting of 2 fel orcs and the red imp was a little....chaotic, i sheep the fel orc and the warrior tanked the other fel orc the problem was the imp,I WAS tanking the impthe warrior did not notice him so i was activating my barriers and the fire ward and barely kill him alone(be careful with this little guys they hit like a truck)

we did survive this time so we changed the order sheep,tanking the orc and every dps the imp, that seemed like a good idea but the tank attaked the imp so the orc killed me with 2 hits....

they killed the imp the tank died and the shaman rezzand the 3rd group was hell everyone was confused with the order they attacked before i sheep when i tried to sheep i was killed and everyone died.......then the group was disbanded exept for the tank and me....

*tip: if you are going to do this in heroic mode bring some good friends or guildmates try to have a tank WITH tank gear and organize who to kill first and please ask if the tank/healer know how to do his work or you will be doom at the first try

i will try tomorrow again and bring the news about how was it,wish me luck i will need it...

Queldanas realm

Comment by Aratiti

As a resto druid i love this instance :D

Comment by Gordhart

You can enter this dungeon through Dungeon Finder tool at level 59.

Comment by Satyrine

I ran this with a group a few days ago. We had lost our first tank and our replacement kept running through the bombs the technicians kept dropping even though I kept stating that I was disarming the bombs to keep the rest of the party safe. The bombs also do a bit of damage if they happen to explode. So, because of her pulling too many mobs and running throught the bombs I was trying to disarm, we wiped early in the run. I may run this again someday, but only if my group's been through this instance at least once.

Satyrine (Anvilmar server)

Comment by Tuileven

Entrance coords: 46, 51

Comment by koolyo

useful to have stuns for the locks and technicians on this one, and other than the technicians, incredibly easy. DO NOT pull 2 groupos with technicians at once, especially without a rogue, because u will die. the last boss had hits a bit hard and has a good amount of hp, but easy also.

Comment by ArashikageClan

Soloed as a rogue specced for dodge with Lifeward enchants on heroic. The only way you will get past the 4 waves before the 2nd boss is to use Ghostly Strike on the first wave, Evasion on the 2nd, Ghostly on the 3rd with Alliance Trinket to break a stun if you get it, and then either using your last Evasion with prep or like I did, a Free Action Potion to prevent stuns for 30 seconds.

The first and last boss aren't all too hard, just be sure to cloak the shadow debuff from the last boss' adds so you don't take too much damage overall.

The only buffs I used were poisons, and I had bandages and healing potions on hand to use them just in case. Good luck!

Comment by imakillunab

If you are cloth wearer, note that the basic attack hits of the mobs hits for 3-5k.Solo'd as Affli warlock, 37k hp, 3400 sp, and still was quite a challenge

Comment by Blackbleed

Has anyone else noticed that you can infact see Magtheridon underneath the floor of Keli'dan's room? Pretty cool easter egg.

Comment by jimmy06

Required levels: 55, 59

This is now incorrect and you have to be level 58 to enter

Comment by sarcene

i couldnt see anywhere how much rep was obtained each run in any comments.but, on heroic i managed to gain a little over 2500 rep with thrallmar.

Comment by Apolo11

on in i got with Thrallmar:I cleared all adds - even the stealth elites - used (1 Time on Boss 2) & with my Guild Perk .

Comment by whitedragon254

As of Patch 4.3, All Outland dungeons and Northrend dungeons will recognize Home Faction tabards added in Cataclysm. (Such as the Gilneas Tabard.)

Outland dungeons will continue to give the rep they gave before 4.3 in addition to whatever faction tabard you're wearing.

(An alliance character wearing a Gilneas Tabard in Hellfire Ramparts will receive 15 Gilneas faction rep per kill, and still receive the normal 5 honor hold rep per kill as well.)

Comment by tols

After you complete this dungeon and head back to the beginning through the long tunnel, you get a speed buff that takes you there in a couple seconds, versus having to run back or having to teleport out/in to turn in your quests. Very neat little mechanic. My DF group was suprised when that happened.

Comment by Orchard

Decided to solo this after having a very easy solo run through Ramparts, BF was much more of a challenge, but manageable. Soloed the regular as a 64 Paladin with a mixture of quest greens and blues.

As long as you are careful with your pulls, the majority of the trash should not be a problem. You should be especially careful with the hallway between The Maker and Broggok, careless pulling led me to die twice in the hall.

The Maker was no problem at all. Tank and spank and just self-heal your way through.

Broggok was the most challenging fight of all three. The consecutive four battles before him are actually not all that bad, considering you're always free to kill three out of the four adds in a mob and then wait for your cooldowns to refresh or anything you need.

However, Broggok himself hit me for fairly hard numbers and forces you to kite him or the mist he drops below him will kill you.

Finally, Keli'dan wasn't much of a problem. To eliminate his adds, I simply pulled one and went down the hall to los them, they stacked up in one single place and I AoEd them down without too much difficulty. Keli'dan himself is even easier, he gives you time to heal with one of his attacks, simply back away and cast a moderate heal and you'll be fine.

Comment by mclaren1141

Here is a kink to a video that shows how to find the entrance and how to get back in if you die!

Comment by kgurnhill

After you kill the Final Boss, the green tunnel leading toward the portal now gives you a speed boost!Up to 400%!Thats 3x faster than an epic ground mount (100%) and almost as fast as someone with Epic Flying (280%) with the guild perk (+10% which makes total around 418% speed)

*Sonic Boom Here* Gone!

Comment by SkyLynx4

Comment by charlottew20

Soloed heroic today. Doing this with a tabard of any faction equipped (I did this wearing a Thunder Bluff tabard) gets you roughly 16 rep points per mob (17 for Thrallmar) and around 330 per boss (275 for Thrallmar). Also did this yesterday, and found out after completing this that I gained roughly 2-3k rep for Thunder Bluff in total through soloing this. I just find this useful to pass time, gain some rep and find some stuff to sell on the AH.

Comment by voodoopimp

After popping Nitro Boosts and a couple other speed enhancements, I was flying along the tunnel at the end at 1000% speed (Is that a hard cap or something? Seems odd that it would come out to exactly 1000). Quite the exciting trip.

Comment by Slothy9

Located in Hellfire Peninsula in Hellfire Citadel on the uppermost balcony. If you're grinding for transmog gear off of heroic version bosses you have to wait 3 hours for it to re-unlock after you kill the boss. Good luck!

Comment by whecks

If you flew in, died and are walking aimlessly trying to find the dungeon instance:

Stairs at 46.4 x 59.1

They are called "South Rampart".To get to them from the graveyard, you have to loop around the south and stay on the high embankments well clear of the Citadel. The stairs will take you across a series of ramps and bridges to the center of the Citadel where you can recover your corpse through the instance.

Comment by GamingTV

Comment by Mystterious

My stupid water elemental level 100 killed the first boss before I, so no loot. My water elemental is always stupid like that, I mean, there was 20 mob, and he had to kill the only one who drop something for me, the boss........

So no water elemental, no Mirror image too or you could be dissapointed!

Comment by Goodwinn

The MapID of The Blood Furnace is 725. This is used for any WoW API function that requires a MapID.

For example, to set your current map to The Blood Furnace you can type:

Comment by kat1492

The Blood Furnace

Hellfire Citadel

The Blood Furnace

The Blood Furnace is the second wing of the Hellfire Citadel. It is located above Hellfire Ramparts, inside of the tower that overlooks the ramparts themselves. The entrance is on the Alliance (Southern) side of the Citadel, up a ramp. Through this instance, players discover that it is Magtheridon that is entrapped by the Fel Orcs' sorcery, and they're using his blood to manufacture a new Fel Horde, infused with his demonic energy.

Encounters

The Maker – All creatures who use the power of fel magic, willingly or otherwise, slowly take on the appearance of demons. The Maker accelerates their corruption and performs cruel experiments on any who attempt to resist.

Broggok – Some creatures occasionally have second thoughts about their allegiance to their new, corrupt masters. Broggok ensures that any subversive notions among the fel orcs are permanently eradicated.

Keli'dan the Breaker – When Illidan overthrew the pit lord Magtheridon and took control of Outland, he had the demonic leader imprisoned beneath the Hellfire Citadel. Only the most stalwart among Illidan's forces could ever hope to keep him contained; the ruthless orc, Keli'dan, was the only possible choice.